Rules / Character Creation / Ability Scores & Genetics
Ability Scores & Genetics
Ability Scores
Base ability scores. All six ability scores start at 0. Apply your genetic modifiers (below), then your origin's +1. Finally, spend 8 points to raise your scores; no score can go above 4 at 1st level. (See Playing the Game for what each score means.)
Genetic Modifiers
Roll 2d8 on the table below: the row gives the two ability scores that gain +1. Then roll 1d4 on the same row for the score that takes −1.
Extreme attributes. You may lower your negative genetic modifier to −2; in return, one of your two positive genetic modifiers becomes +2.
| 2d8 | First +1 | Second +1 | −1 on 1 | −1 on 2 | −1 on 3 | −1 on 4 |
|---|---|---|---|---|---|---|
| 2 | Might | Reflex | Fortitude | Intellect | Perception | Charisma |
| 3 | Might | Fortitude | Reflex | Intellect | Perception | Charisma |
| 4 | Might | Intellect | Reflex | Fortitude | Perception | Charisma |
| 5 | Might | Perception | Reflex | Fortitude | Intellect | Charisma |
| 6 | Might | Charisma | Reflex | Fortitude | Intellect | Perception |
| 7 | Reflex | Fortitude | Might | Intellect | Perception | Charisma |
| 8 | Reflex | Intellect | Might | Fortitude | Perception | Charisma |
| 9 | Reflex | Perception | Might | Fortitude | Intellect | Charisma |
| 10 | Reflex | Charisma | Might | Fortitude | Intellect | Perception |
| 11 | Fortitude | Intellect | Might | Reflex | Charisma | Perception |
| 12 | Fortitude | Perception | Might | Reflex | Charisma | Intellect |
| 13 | Fortitude | Charisma | Might | Reflex | Perception | Intellect |
| 14 | Intellect | Perception | Might | Reflex | Charisma | Fortitude |
| 15 | Intellect | Charisma | Might | Reflex | Perception | Fortitude |
| 16 | Perception | Charisma | Might | Reflex | Intellect | Fortitude |
Genetic Talents
Since the Awakening, everyone, whatever their lineage, is born with erratic, unpredictable mutations or abilities. Choose or roll two Genetic Talents (d100) that you were born with. Each is an item in the Genetic Talents, Drawbacks & Cosmetics compendium.
| d100 | Talent | Effect |
|---|---|---|
| 1–4 | Small Stature | 1 Advantage on Stealth and on checks to escape a grapple, and 1 Advantage on attacks against larger creatures while an ally is within 5 ft. |
| 5–8 | Large Stature | Count as one size larger for your Bulk limit, unarmed damage and weapon size limit. |
| 9–12 | Claws | Natural slashing attack: 1d4 Small, 1d6 Medium, 1d8 Large. |
| 13–16 | Bite Attack | Natural piercing attack: 1d4 Small, 1d6 Medium, 1d8 Large. |
| 17–20 | Spike Tail | Natural piercing or bludgeoning attack (choose): 1d6 Small, 1d8 Medium, 1d10 Large. |
| 21–24 | Prehensile Tail | A tail that can hold and manipulate simple objects and let you hang indefinitely. It can't attack, fire weapons or do fine work. |
| 25–28 | Thermal Vision | A second pupil sees heat in grayscale. Switching pupils takes an action. |
| 29–32 | Horns | Gore natural attack, piercing or bludgeoning (choose): 1d8 Small, 1d10 Medium, 1d12 Large. |
| 33–36 | Swim Speed | Swim Speed equal to your Speed. |
| 37–40 | Wings | With both arms free, slow falls to 10 ft/round. Level 5: glide 15 ft horizontally per round. Level 9: fly Speed equal to Speed (Average maneuverability). Level 13: Perfect maneuverability and hover (still spending an action to hold altitude). |
| 41–44 | Burrow Speed | Burrow through soft soil, sand or gravel at your Speed. |
| 45–48 | Climb Speed | Climb Speed equal to your Speed. |
| 49–52 | Gills | You can breathe underwater. |
| 53–56 | Dermal Plating | Interlocking plates add your Fortitude score to your Soak. |
| 57–60 | Lucky | When you spend a Fate Die to add to or subtract from an effect roll (damage, healing, or damage you take), roll the Fate Die with Fortune: roll it twice and use the better result. |
| 61–64 | Big Brained | Gain 1 rank in each of 2 skills of your choice. |
| 65–68 | Chameleon Skin | Shift your skin to match your surroundings: 1 Advantage on Stealth (+1 at levels 5, 9, 13 and 17) while most of your skin is exposed, and you may attempt Stealth even while observed. |
| 69–72 | Venomous | Secrete a poison with Potency of half your Fortitude + your level. Type d6: 1 Hemotoxin, 2 Neurotoxin, 3 Necrotoxin, 4 Caustic, 5 Paralytic, 6 Irritant. Vector 2d6: 2–6 ingested, 7–11 contact, 12 inhaled. |
| 73–76 | Magic Talent | Learn one Complexity 1 spell, and gain 1 rank in Mysticism. |
| 77–80 | Leaper | Jump twice as far and high. |
| 81–84 | Fast Healer | You recover twice as many HP from all healing. |
| 85–88 | Scent | Detect a familiar smell within 5 ft (+5 ft at levels 5, 9, 13 and 17). Finding its direction and distance takes a Perception check. |
| 89–92 | Affliction Resistance | 1 Advantage on checks against disease, poison, curses and radiation (+1 at levels 5, 9, 13 and 17). |
| 93–96 | Echolocation | Sense size, shape and location by sound instead of sight (no color). |
| 97–100 | Magic Resistance | 1 Advantage on checks to resist magic (+1 at levels 5, 9, 13 and 17). |
Big Brained and Magic Talent each give 1 rank. Venomous poisons use the poison afflictions in Exploration. Affliction Resistance and Magic Resistance improve at levels 5, 9, 13 and 17, like the other scaling talents.
Cosmetic Customizations
Besides your Genetic Talents, you may take up to 3 cosmetic deformities. They give no mechanical benefit; they're purely for flavor. For a random character, roll 1d4 − 1 times on the d10 table.
| d10 | Feature | Description |
|---|---|---|
| 1 | Extra Digits | Extra functional fingers and toes. |
| 2 | Fins | Decorative fins on your head, back or limbs. |
| 3 | Forked Tongue | A snake-like forked tongue. |
| 4 | Horns | Small blunt nubs, too small to use as weapons. |
| 5 | Scaly Skin | Thick scaled skin, in patches or all over. |
| 6 | Thin Fur Coat | A thin coat of dark fur. |
| 7 | Unnatural Eyes | Solid black, glowing or otherwise strange eyes. |
| 8 | Unnatural Hair | Oddly colored, patterned or luminous hair that may shift with mood. |
| 9 | Unnatural Skin | An unnatural or shimmering skin hue. |
| 10 | Unnatural Voice | A voice wildly at odds with your size and look. |
Genetic Drawbacks
Every character starts with 2 Genetic Talents and up to 3 Cosmetic Features. You may also accept up to 2 Genetic Drawbacks in exchange for an equal number of extra Genetic Talents, trading a flaw for a strength one for one. Choose drawbacks from the list, or roll 3d6. You can never take the same drawback twice.
| 3d6 | Drawback | Effect |
|---|---|---|
| 3 | Blood Hunger | Your maximum Strain drops by 1 for every full 24 hours without feeding on a living creature's blood. Feeding (1 AP, MANIPULATE): an unarmed strike against a creature you or an ally is grappling. On a hit, if you have a bite or it has an open wound, deal unarmed damage and roll 1d6 for blood loss: the target becomes Bloodless by that amount (see Conditions) and you restore that much maximum Strain. |
| 4 | Combat Fear | The first time each encounter that you roll initiative or take damage, make a Charisma save vs DC 10 + the encounter level; on a failure lose 1d6 Strain. |
| 5 | Ultraviolet Allergy | In direct sunlight or strong UV, take 1d6 fire damage at the start of each turn, and light flammable clothing may ignite. |
| 6 | Ability Decay | Permanently reduce one ability score by 1 (minimum 0). |
| 7 | Brittle Bones | 1 Disadvantage on Reflex saves against falling, and +1d6 falling damage. |
| 8 | Sound Sensitivity | 1 Disadvantage on all checks while exposed to sound louder than normal speech. |
| 9 | Light Sensitivity | Going from dim or darker into normal or brighter light Blinds you until the end of your next turn. 1 Disadvantage on sight-based Perception in bright light. |
| 10 | Weak Immune System | 1 Disadvantage on Fortitude saves against poison and disease. |
| 11 | Reduced Speed | −5 ft to all your Speeds. |
| 12 | Frailty | Treat your Fortitude as 2 lower when calculating maximum HP and Strain (not for saves). |
| 13 | Heat/Cold Susceptibility | 1 Disadvantage on Fortitude saves against extreme heat or cold. |
| 14 | Pheromone Repulsion | 1 Disadvantage on Diplomacy and Nature checks against creatures within 30 ft. |
| 15 | Lethargy | 1 Disadvantage on Reflex saves. |
| 16 | Mindslave | 1 Disadvantage on Charisma saves against MENTAL effects. |
| 17 | Thin Skin | Roll flat checks to resist Light or Heavy Wounds with Misfortune. |
| 18 | Festering Sores | Worn armor's check penalty increases by 1 and always applies, even if you meet its Might requirement. |